Post by koolio on Jul 26, 2023 16:43:26 GMT
Well it seems there is no perfect solution to what I been wanting.. making a dev console.. where log messages are sized content of the text (using content size fitter) ... seems to be a kinda lame in that how I did get it working seems just as slow.. with it instantiating new gameobjects.. but then when they come into view the contents get changed.. previously I just had this working with instantiated gameobject prefabs.. that never disappeared.. not it looks efficient as the prefab spacer/filler adjusts its size based on what isn't visible.. but the performance of it putting the data back into the visible gameobject just seems slower..I'm using textmeshpro and the log prefab isn't just really basic.. so it doing this seems a lot slower.
I dunno maybe I did it wrong..
what would be ideal as a compromise is one where I just instantiate new prefab log message as I was doing before.. but instead of it being recycled and redone with textmesh pro getting text set again and all other changes that are made.. it just doesn't do that, but instead hides the instantiated log prefab and adds the height of it to that spacer prefab when it goes out of view..... that way when it comes back into view its just enabled again the height removed from the spacer? to me that seems like it would be faster.. the way I have this console log is just simply for new dev console commands added.. so its not ever going to spam the log with 100's of messages decided to seperate that into another dev log view.. where all the log prefabs are the same size... but that also has some issues I haven't gotten to the bottom of...
I dont know if you would be able to take a look at the project I have to see where I might be going wrong or what I could optimize?